[quote='812360022, Bill3D, /thread/767680?answerId=812360022#812360022, /profile/Bill3D']
On the plane, try using .firstMaterial?.lightingModel = .constant
[/quote]
Thank you for your input! Unfortunately the result is still the same. I tried all the different lighting models and none yielded the desired result.
Post
Replies
Boosts
Views
Activity
Right now for SceneKit I'm preloading SCNMaterial by running
material.diffuse.contents = url
and for SpriteKit I run
SKTexture(image: NSImage(contentsOf: url)!)
in the background. If I need the same image for both SceneKit and SpriteKit, this means that it's read twice from disk.
As mentioned, I'd like to use SKTexture because that's what I think could be preloaded once and then used in both SpriteKit and SceneKit.
No, I even filed FB7542868 in January 2020 but never got a response.
I just converted my code to Swift 6 today. My SceneKit game kept crashing on launch. I figured out that simply calling this code
ship.runAction(.customAction(duration: 1, action: { _, _ in
}))
causes a crash with Swift 6, while it works with Swift 5. Another sign that SceneKit is not ready for Swift 6.
I filed FB15570385.
The file is uploaded incorrectly again. By comparing the uploaded version to my local one, it seems it doesn't like < and > characters and deletes everything in between.
Here is a version where I put spaces before and after those characters, maybe that works:
ViewController.swift
[quote='809127022, DTS Engineer, /thread/766035?answerId=809127022#809127022']
SO, my immediate question is why are you calling getattrlistbulk?
[/quote]
I think I switched to getattrlistbulk many years ago for performance reasons. Perhaps I didn't test correctly at the time, or perhaps FileManager became faster in the meantime... in any case, I cannot switch back just yet because of some missing or unsupported URLResourceKey values. fileIdentifierKey for instance is only available since macOS 13.3 and iOS 16.4, and it was only added because I opened a feedback about it (or it was coincidentally added at the same time).
I think your attributeBuffer is FAR to small:
(I would keep quoting you like above, but it seems that multiple quotes are not rendered correctly, so I have to resort to the Markdown quote syntax)
Thanks for pointing that out. I increased it to 32 * 1024 as suggested...
If your "ATTR_CMN_NAME" parsing fails in the right name, then you'll end up returning "parent path" as the new file full path. You'll then recurse on exactly the same directory.
... but still, even though your explanation makes sense, it cannot be the cause here. If any file name failed to parse in my original code and resulted in the parent directory being scanned again, the output would show start scan [...] which is not the case here. Instead, getattrlistbulk just continues by listing files we've already seen.
I did take a look at your attachment, but I think something was completely broken in the upload process, garbling the file to the point where I couldn't really get it working.
Here I try to upload the code again.
ViewController.swift
I just tried it again on Simulator running iOS 18.0 and it still crashes, but on my iPad Pro 11” 2018 with iOS 18.0.1 it doesn’t crash... at least not the sample project. My other project still crashes from time to time when an element is removed from the parent, though I haven't checked yet what the difference is.
I filed FB15498049.
[quote='809291022, Frameworks Engineer, /thread/766374?answerId=809291022#809291022']
When you set the primary action, we take the title & image from that action for the bar button item
[/quote]
Thanks! I see now that the documentation for primaryAction says this as well. Though in other places in my project I use
let button = UIBarButtonItem(title: "button", primaryAction: UIAction(handler: { action in
...
}))
which works fine and I assumed was the same as
let button = UIBarButtonItem(title: "button")
button.primaryAction = UIAction(handler: { action in
...
})
I just wanted to add that the problem is caused by classes that don't inherit from NSObject. Initially, I interpreted this as "don't use Swift types at all". But I just noticed that my other project uses a Swift enum and it works fine.
[quote='800821022, Developer Tools Engineer, /thread/760070?answerId=800821022#800821022']
You can see what type it is by printing app.debugDescription and searching for "menu2"
[/quote]
Sorry for my late reply, once again I wasn't notified of a new post even though I'm subscribed to this topic.
Here's the output I get when running app.debugDescription. Both menu1 and menu2 seem to be buttons.
[quote='807305022, DTS Engineer, /thread/765360?answerId=807305022#807305022']
There's no supported way for you to calculate the window shadow's frame with the APIs currently available. If you'd like us to consider adding the necessary functionality, please file an enhancement request using Feedback Assistant.
[/quote]
Thanks, I filed FB15370384.
[quote='806566022, DTS Engineer, /thread/764898?answerId=806566022#806566022']
The issue here is that your custom attribute value is a Swift class. If you change it to a subclass of NSObject, the code runs as expected:
[/quote]
Works perfectly, thank you! I opened FB15296006.
[quote='806209022, Claude31, /thread/764898?answerId=806209022#806209022, /profile/Claude31']
What would you expect from
[/quote]
I use this to correlate a text range with a custom object that I need when the user modifies that range. The documentation says right in the first paragraph:
Attributed strings support many different kinds of attributes, including Custom attributes you define for your app
[quote='806097022, DTS Engineer, /thread/764435?answerId=806097022#806097022']
That bug is fixed as of macOS 15.1 beta 4.
[/quote]
Thank you for the feedback. I'm looking forward to the fix.